When you load this save and execute the battle, the russian HeavyTank will be hit by ATGuns and get 1 hit, when you continue the battle, you are able to select the HeavyTank once again just giving it a hit.
So the hit from ATGuns prior to the battle does not get recognized. I am pretty sure it is the same for all AAs firing at 2hit units.
From TWW 2.6.2, but it should not matter, loading with just 2.6.1 is fine I think, just smaller changes.
that makes this problem much more specific and thereby hopefully easier to solve. When you have a look at the save you will see the problem. I guess it is very obvious, that such a behaviour can not be set by just customizing the xml or in other words, it should not occur with the current engine at all.
Sorry i was not specific. By 'same', I meant that I was getting the same behavior for air units as with land units, so I'm not sure whats causing the TWW problem. Is it verified? If your AA is not firing at all, its probably an xml issue. If it is really allowing three hits on a unit (1 AA + 2 combat), then sounds like an engine issue. The only unit difference i see in TWW is that AT gun has two attack rolls and defines its dice sides as 6 for the roll. Maybe the dice sides is where the bug is.
'thats the way it is' makes it neither desireable nor inevitable
I found the problem and fixed it.
It is being caused only when you have 2 hitpoint units, AA guns that shoot at them, and "Choose AA Casualties", and a successful hit.
The choose AA casualties thing was not set to disallow selection of "damaged" units.
Also, while I was in there, I cleaned up things, abstracted stuff, and got 3 more things out of it besides the bug fix:
1. The battle window will now show the "typeAA" of each unit firing, instead of simply "AA guns fire", it will read "<typeAA> fires". (so make sure your typeAA is not too long)
2. Custom sounds for custom typeAA. The sound folder will be "battle_<typeAA>_hit" and "battle_<typeAA>_miss". The folder has to be all lowercase though, or it won't work on linux. (typeAA doesn't have to be lowercase, but the sounds folder does!)
3. A new unit attachment property: "damageableAA"
4. I fixed a potential bug that might occur if you had multiple typeAA's targetting the same units.